2008-10-21 22:00:00 +08:00
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/* libs/pixelflinger/codeflinger/texturing.cpp
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**
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** Copyright 2006, The Android Open Source Project
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#include <assert.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <sys/types.h>
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#include <cutils/log.h>
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#include "codeflinger/GGLAssembler.h"
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2010-05-04 05:00:31 +08:00
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#ifdef __ARM_ARCH__
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Adds UXTB16 support to Pixelflinger
* Add support for UXTB16 to the disassembler
* Add encoding of the UXTB16 instruction to the Pixelflinger JIT.
Introducing the UXTB16 instruction allows removal of some masking code, and is
beneficial from a pipeline point of view - lots of UXTB16 followed by MUL
sequences.
Also, further rescheduling and use of SMULWB brings extra performance
improvements.
* Use UXTB16 in bilinear filtered texturing
Uses UXTB16 to extract channels for SIMD operations, rather than creating and
ANDing with masks. Saves a register and is faster on A8, as UXTB16 result can
feed into first stage of multiply, unlike AND.
Also, used SMULWB rather than SMULBB, which allows removal of MOVs used to
rescale results.
Code has been scheduled for A8 pipeline, specifically aiming to allow
multiplies to issue in pipeline 0, for efficient dual issue operation.
Testing on SpriteMethodTest (http://code.google.com/p/apps-for-android/) gives
8% improvement (12.7 vs. 13.7 fps.)
SMULBB to SMULWB trick could be used in <v6 code path, but this hasn't been
implemented.
2009-12-07 21:59:59 +08:00
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#include <machine/cpu-features.h>
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2010-05-04 03:31:13 +08:00
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#endif
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2008-10-21 22:00:00 +08:00
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namespace android {
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// ---------------------------------------------------------------------------
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// iterators are initialized like this:
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// (intToFixedCenter(x) * dx)>>16 + x0
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// ((x<<16 + 0x8000) * dx)>>16 + x0
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// ((x<<16)*dx + (0x8000*dx))>>16 + x0
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// ( (x*dx) + dx>>1 ) + x0
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// (x*dx) + (dx>>1 + x0)
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void GGLAssembler::init_iterated_color(fragment_parts_t& parts, const reg_t& x)
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{
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context_t const* c = mBuilderContext.c;
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const needs_t& needs = mBuilderContext.needs;
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if (mSmooth) {
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// NOTE: we could take this case in the mDithering + !mSmooth case,
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// but this would use up to 4 more registers for the color components
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// for only a little added quality.
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// Currently, this causes the system to run out of registers in
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// some case (see issue #719496)
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comment("compute initial iterated color (smooth and/or dither case)");
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parts.iterated_packed = 0;
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parts.packed = 0;
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// 0x1: color component
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// 0x2: iterators
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const int optReload = mOptLevel >> 1;
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if (optReload >= 3) parts.reload = 0; // reload nothing
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else if (optReload == 2) parts.reload = 2; // reload iterators
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else if (optReload == 1) parts.reload = 1; // reload colors
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else if (optReload <= 0) parts.reload = 3; // reload both
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if (!mSmooth) {
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// we're not smoothing (just dithering), we never have to
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// reload the iterators
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parts.reload &= ~2;
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}
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Scratch scratches(registerFile());
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const int t0 = (parts.reload & 1) ? scratches.obtain() : 0;
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const int t1 = (parts.reload & 2) ? scratches.obtain() : 0;
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for (int i=0 ; i<4 ; i++) {
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if (!mInfo[i].iterated)
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continue;
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// this component exists in the destination and is not replaced
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// by a texture unit.
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const int c = (parts.reload & 1) ? t0 : obtainReg();
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if (i==0) CONTEXT_LOAD(c, iterators.ydady);
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if (i==1) CONTEXT_LOAD(c, iterators.ydrdy);
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if (i==2) CONTEXT_LOAD(c, iterators.ydgdy);
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if (i==3) CONTEXT_LOAD(c, iterators.ydbdy);
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parts.argb[i].reg = c;
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if (mInfo[i].smooth) {
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parts.argb_dx[i].reg = (parts.reload & 2) ? t1 : obtainReg();
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const int dvdx = parts.argb_dx[i].reg;
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CONTEXT_LOAD(dvdx, generated_vars.argb[i].dx);
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MLA(AL, 0, c, x.reg, dvdx, c);
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// adjust the color iterator to make sure it won't overflow
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if (!mAA) {
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// this is not needed when we're using anti-aliasing
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// because we will (have to) clamp the components
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// anyway.
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int end = scratches.obtain();
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MOV(AL, 0, end, reg_imm(parts.count.reg, LSR, 16));
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MLA(AL, 1, end, dvdx, end, c);
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SUB(MI, 0, c, c, end);
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BIC(AL, 0, c, c, reg_imm(c, ASR, 31));
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scratches.recycle(end);
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}
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}
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if (parts.reload & 1) {
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CONTEXT_STORE(c, generated_vars.argb[i].c);
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}
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}
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} else {
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// We're not smoothed, so we can
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// just use a packed version of the color and extract the
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// components as needed (or not at all if we don't blend)
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// figure out if we need the iterated color
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int load = 0;
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for (int i=0 ; i<4 ; i++) {
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component_info_t& info = mInfo[i];
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if ((info.inDest || info.needed) && !info.replaced)
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load |= 1;
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}
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parts.iterated_packed = 1;
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parts.packed = (!mTextureMachine.mask && !mBlending
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&& !mFog && !mDithering);
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parts.reload = 0;
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if (load || parts.packed) {
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if (mBlending || mDithering || mInfo[GGLFormat::ALPHA].needed) {
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comment("load initial iterated color (8888 packed)");
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parts.iterated.setTo(obtainReg(),
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&(c->formats[GGL_PIXEL_FORMAT_RGBA_8888]));
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CONTEXT_LOAD(parts.iterated.reg, packed8888);
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} else {
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comment("load initial iterated color (dest format packed)");
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parts.iterated.setTo(obtainReg(), &mCbFormat);
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// pre-mask the iterated color
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const int bits = parts.iterated.size();
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const uint32_t size = ((bits>=32) ? 0 : (1LU << bits)) - 1;
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uint32_t mask = 0;
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if (mMasking) {
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for (int i=0 ; i<4 ; i++) {
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const int component_mask = 1<<i;
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const int h = parts.iterated.format.c[i].h;
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const int l = parts.iterated.format.c[i].l;
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if (h && (!(mMasking & component_mask))) {
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mask |= ((1<<(h-l))-1) << l;
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}
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}
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}
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if (mMasking && ((mask & size)==0)) {
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// none of the components are present in the mask
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} else {
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CONTEXT_LOAD(parts.iterated.reg, packed);
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if (mCbFormat.size == 1) {
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AND(AL, 0, parts.iterated.reg,
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parts.iterated.reg, imm(0xFF));
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} else if (mCbFormat.size == 2) {
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MOV(AL, 0, parts.iterated.reg,
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reg_imm(parts.iterated.reg, LSR, 16));
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}
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}
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// pre-mask the iterated color
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if (mMasking) {
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build_and_immediate(parts.iterated.reg, parts.iterated.reg,
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mask, bits);
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}
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}
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}
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}
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}
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void GGLAssembler::build_iterated_color(
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component_t& fragment,
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const fragment_parts_t& parts,
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int component,
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Scratch& regs)
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{
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fragment.setTo( regs.obtain(), 0, 32, CORRUPTIBLE);
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if (!mInfo[component].iterated)
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return;
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if (parts.iterated_packed) {
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// iterated colors are packed, extract the one we need
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extract(fragment, parts.iterated, component);
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} else {
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fragment.h = GGL_COLOR_BITS;
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fragment.l = GGL_COLOR_BITS - 8;
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fragment.flags |= CLEAR_LO;
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// iterated colors are held in their own register,
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// (smooth and/or dithering case)
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if (parts.reload==3) {
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// this implies mSmooth
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Scratch scratches(registerFile());
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int dx = scratches.obtain();
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CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
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CONTEXT_LOAD(dx, generated_vars.argb[component].dx);
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ADD(AL, 0, dx, fragment.reg, dx);
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CONTEXT_STORE(dx, generated_vars.argb[component].c);
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} else if (parts.reload & 1) {
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CONTEXT_LOAD(fragment.reg, generated_vars.argb[component].c);
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} else {
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// we don't reload, so simply rename the register and mark as
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// non CORRUPTIBLE so that the texture env or blending code
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// won't modify this (renamed) register
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regs.recycle(fragment.reg);
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fragment.reg = parts.argb[component].reg;
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fragment.flags &= ~CORRUPTIBLE;
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}
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if (mInfo[component].smooth && mAA) {
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// when using smooth shading AND anti-aliasing, we need to clamp
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// the iterators because there is always an extra pixel on the
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// edges, which most of the time will cause an overflow
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// (since technically its outside of the domain).
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BIC(AL, 0, fragment.reg, fragment.reg,
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reg_imm(fragment.reg, ASR, 31));
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component_sat(fragment);
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}
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}
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}
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// ---------------------------------------------------------------------------
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void GGLAssembler::decodeLogicOpNeeds(const needs_t& needs)
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{
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// gather some informations about the components we need to process...
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const int opcode = GGL_READ_NEEDS(LOGIC_OP, needs.n) | GGL_CLEAR;
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switch(opcode) {
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case GGL_COPY:
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mLogicOp = 0;
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break;
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case GGL_CLEAR:
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case GGL_SET:
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mLogicOp = LOGIC_OP;
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break;
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case GGL_AND:
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case GGL_AND_REVERSE:
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case GGL_AND_INVERTED:
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case GGL_XOR:
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case GGL_OR:
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case GGL_NOR:
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case GGL_EQUIV:
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case GGL_OR_REVERSE:
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case GGL_OR_INVERTED:
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case GGL_NAND:
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mLogicOp = LOGIC_OP|LOGIC_OP_SRC|LOGIC_OP_DST;
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break;
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case GGL_NOOP:
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case GGL_INVERT:
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mLogicOp = LOGIC_OP|LOGIC_OP_DST;
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break;
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case GGL_COPY_INVERTED:
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mLogicOp = LOGIC_OP|LOGIC_OP_SRC;
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break;
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};
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}
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void GGLAssembler::decodeTMUNeeds(const needs_t& needs, context_t const* c)
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{
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uint8_t replaced=0;
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mTextureMachine.mask = 0;
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mTextureMachine.activeUnits = 0;
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for (int i=GGL_TEXTURE_UNIT_COUNT-1 ; i>=0 ; i--) {
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texture_unit_t& tmu = mTextureMachine.tmu[i];
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if (replaced == 0xF) {
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// all components are replaced, skip this TMU.
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tmu.format_idx = 0;
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tmu.mask = 0;
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tmu.replaced = replaced;
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continue;
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}
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tmu.format_idx = GGL_READ_NEEDS(T_FORMAT, needs.t[i]);
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tmu.format = c->formats[tmu.format_idx];
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tmu.bits = tmu.format.size*8;
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tmu.swrap = GGL_READ_NEEDS(T_S_WRAP, needs.t[i]);
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tmu.twrap = GGL_READ_NEEDS(T_T_WRAP, needs.t[i]);
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tmu.env = ggl_needs_to_env(GGL_READ_NEEDS(T_ENV, needs.t[i]));
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tmu.pot = GGL_READ_NEEDS(T_POT, needs.t[i]);
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tmu.linear = GGL_READ_NEEDS(T_LINEAR, needs.t[i])
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&& tmu.format.size!=3; // XXX: only 8, 16 and 32 modes for now
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// 5551 linear filtering is not supported
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if (tmu.format_idx == GGL_PIXEL_FORMAT_RGBA_5551)
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tmu.linear = 0;
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tmu.mask = 0;
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tmu.replaced = replaced;
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if (tmu.format_idx) {
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mTextureMachine.activeUnits++;
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if (tmu.format.c[0].h) tmu.mask |= 0x1;
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if (tmu.format.c[1].h) tmu.mask |= 0x2;
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if (tmu.format.c[2].h) tmu.mask |= 0x4;
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if (tmu.format.c[3].h) tmu.mask |= 0x8;
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if (tmu.env == GGL_REPLACE) {
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replaced |= tmu.mask;
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} else if (tmu.env == GGL_DECAL) {
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if (!tmu.format.c[GGLFormat::ALPHA].h) {
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// if we don't have alpha, decal does nothing
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tmu.mask = 0;
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} else {
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// decal always ignores At
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tmu.mask &= ~(1<<GGLFormat::ALPHA);
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}
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}
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}
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mTextureMachine.mask |= tmu.mask;
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//printf("%d: mask=%08lx, replaced=%08lx\n",
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// i, int(tmu.mask), int(tmu.replaced));
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}
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mTextureMachine.replaced = replaced;
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mTextureMachine.directTexture = 0;
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//printf("replaced=%08lx\n", mTextureMachine.replaced);
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}
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void GGLAssembler::init_textures(
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tex_coord_t* coords,
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const reg_t& x, const reg_t& y)
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{
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context_t const* c = mBuilderContext.c;
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const needs_t& needs = mBuilderContext.needs;
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int Rctx = mBuilderContext.Rctx;
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|
|
int Rx = x.reg;
|
|
|
|
int Ry = y.reg;
|
|
|
|
|
|
|
|
if (mTextureMachine.mask) {
|
|
|
|
comment("compute texture coordinates");
|
|
|
|
}
|
|
|
|
|
|
|
|
// init texture coordinates for each tmu
|
|
|
|
const int cb_format_idx = GGL_READ_NEEDS(CB_FORMAT, needs.n);
|
|
|
|
const bool multiTexture = mTextureMachine.activeUnits > 1;
|
|
|
|
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
|
|
|
|
const texture_unit_t& tmu = mTextureMachine.tmu[i];
|
|
|
|
if (tmu.format_idx == 0)
|
|
|
|
continue;
|
|
|
|
if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
|
|
|
|
(tmu.twrap == GGL_NEEDS_WRAP_11))
|
|
|
|
{
|
|
|
|
// 1:1 texture
|
|
|
|
pointer_t& txPtr = coords[i].ptr;
|
|
|
|
txPtr.setTo(obtainReg(), tmu.bits);
|
|
|
|
CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydsdy);
|
|
|
|
ADD(AL, 0, Rx, Rx, reg_imm(txPtr.reg, ASR, 16)); // x += (s>>16)
|
|
|
|
CONTEXT_LOAD(txPtr.reg, state.texture[i].iterators.ydtdy);
|
|
|
|
ADD(AL, 0, Ry, Ry, reg_imm(txPtr.reg, ASR, 16)); // y += (t>>16)
|
|
|
|
// merge base & offset
|
|
|
|
CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].stride);
|
|
|
|
SMLABB(AL, Rx, Ry, txPtr.reg, Rx); // x+y*stride
|
|
|
|
CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
|
|
|
|
base_offset(txPtr, txPtr, Rx);
|
|
|
|
} else {
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
reg_t& s = coords[i].s;
|
|
|
|
reg_t& t = coords[i].t;
|
|
|
|
// s = (x * dsdx)>>16 + ydsdy
|
|
|
|
// s = (x * dsdx)>>16 + (y*dsdy)>>16 + s0
|
|
|
|
// t = (x * dtdx)>>16 + ydtdy
|
|
|
|
// t = (x * dtdx)>>16 + (y*dtdy)>>16 + t0
|
|
|
|
s.setTo(obtainReg());
|
|
|
|
t.setTo(obtainReg());
|
|
|
|
const int need_w = GGL_READ_NEEDS(W, needs.n);
|
|
|
|
if (need_w) {
|
|
|
|
CONTEXT_LOAD(s.reg, state.texture[i].iterators.ydsdy);
|
|
|
|
CONTEXT_LOAD(t.reg, state.texture[i].iterators.ydtdy);
|
|
|
|
} else {
|
|
|
|
int ydsdy = scratches.obtain();
|
|
|
|
int ydtdy = scratches.obtain();
|
|
|
|
CONTEXT_LOAD(s.reg, generated_vars.texture[i].dsdx);
|
|
|
|
CONTEXT_LOAD(ydsdy, state.texture[i].iterators.ydsdy);
|
|
|
|
CONTEXT_LOAD(t.reg, generated_vars.texture[i].dtdx);
|
|
|
|
CONTEXT_LOAD(ydtdy, state.texture[i].iterators.ydtdy);
|
|
|
|
MLA(AL, 0, s.reg, Rx, s.reg, ydsdy);
|
|
|
|
MLA(AL, 0, t.reg, Rx, t.reg, ydtdy);
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mOptLevel&1)==0) {
|
|
|
|
CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
|
|
|
|
CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
|
|
|
|
recycleReg(s.reg);
|
|
|
|
recycleReg(t.reg);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// direct texture?
|
|
|
|
if (!multiTexture && !mBlending && !mDithering && !mFog &&
|
|
|
|
cb_format_idx == tmu.format_idx && !tmu.linear &&
|
|
|
|
mTextureMachine.replaced == tmu.mask)
|
|
|
|
{
|
|
|
|
mTextureMachine.directTexture = i + 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GGLAssembler::build_textures( fragment_parts_t& parts,
|
|
|
|
Scratch& regs)
|
|
|
|
{
|
|
|
|
context_t const* c = mBuilderContext.c;
|
|
|
|
const needs_t& needs = mBuilderContext.needs;
|
|
|
|
int Rctx = mBuilderContext.Rctx;
|
|
|
|
|
|
|
|
// We don't have a way to spill registers automatically
|
|
|
|
// spill depth and AA regs, when we know we may have to.
|
|
|
|
// build the spill list...
|
|
|
|
uint32_t spill_list = 0;
|
|
|
|
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
|
|
|
|
const texture_unit_t& tmu = mTextureMachine.tmu[i];
|
|
|
|
if (tmu.format_idx == 0)
|
|
|
|
continue;
|
|
|
|
if (tmu.linear) {
|
|
|
|
// we may run out of register if we have linear filtering
|
|
|
|
// at 1 or 4 bytes / pixel on any texture unit.
|
|
|
|
if (tmu.format.size == 1) {
|
|
|
|
// if depth and AA enabled, we'll run out of 1 register
|
|
|
|
if (parts.z.reg > 0 && parts.covPtr.reg > 0)
|
|
|
|
spill_list |= 1<<parts.covPtr.reg;
|
|
|
|
}
|
|
|
|
if (tmu.format.size == 4) {
|
|
|
|
// if depth or AA enabled, we'll run out of 1 or 2 registers
|
|
|
|
if (parts.z.reg > 0)
|
|
|
|
spill_list |= 1<<parts.z.reg;
|
|
|
|
if (parts.covPtr.reg > 0)
|
|
|
|
spill_list |= 1<<parts.covPtr.reg;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Spill spill(registerFile(), *this, spill_list);
|
|
|
|
|
|
|
|
const bool multiTexture = mTextureMachine.activeUnits > 1;
|
|
|
|
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
|
|
|
|
const texture_unit_t& tmu = mTextureMachine.tmu[i];
|
|
|
|
if (tmu.format_idx == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
pointer_t& txPtr = parts.coords[i].ptr;
|
|
|
|
pixel_t& texel = parts.texel[i];
|
|
|
|
|
|
|
|
// repeat...
|
|
|
|
if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
|
|
|
|
(tmu.twrap == GGL_NEEDS_WRAP_11))
|
|
|
|
{ // 1:1 textures
|
|
|
|
comment("fetch texel");
|
|
|
|
texel.setTo(regs.obtain(), &tmu.format);
|
|
|
|
load(txPtr, texel, WRITE_BACK);
|
|
|
|
} else {
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
reg_t& s = parts.coords[i].s;
|
|
|
|
reg_t& t = parts.coords[i].t;
|
|
|
|
if ((mOptLevel&1)==0) {
|
|
|
|
comment("reload s/t (multitexture or linear filtering)");
|
|
|
|
s.reg = scratches.obtain();
|
|
|
|
t.reg = scratches.obtain();
|
|
|
|
CONTEXT_LOAD(s.reg, generated_vars.texture[i].spill[0]);
|
|
|
|
CONTEXT_LOAD(t.reg, generated_vars.texture[i].spill[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
comment("compute repeat/clamp");
|
|
|
|
int u = scratches.obtain();
|
|
|
|
int v = scratches.obtain();
|
|
|
|
int width = scratches.obtain();
|
|
|
|
int height = scratches.obtain();
|
|
|
|
int U = 0;
|
|
|
|
int V = 0;
|
|
|
|
|
|
|
|
CONTEXT_LOAD(width, generated_vars.texture[i].width);
|
|
|
|
CONTEXT_LOAD(height, generated_vars.texture[i].height);
|
|
|
|
|
|
|
|
int FRAC_BITS = 0;
|
|
|
|
if (tmu.linear) {
|
|
|
|
// linear interpolation
|
|
|
|
if (tmu.format.size == 1) {
|
|
|
|
// for 8-bits textures, we can afford
|
|
|
|
// 7 bits of fractional precision at no
|
|
|
|
// additional cost (we can't do 8 bits
|
|
|
|
// because filter8 uses signed 16 bits muls)
|
|
|
|
FRAC_BITS = 7;
|
|
|
|
} else if (tmu.format.size == 2) {
|
|
|
|
// filter16() is internally limited to 4 bits, so:
|
|
|
|
// FRAC_BITS=2 generates less instructions,
|
|
|
|
// FRAC_BITS=3,4,5 creates unpleasant artifacts,
|
|
|
|
// FRAC_BITS=6+ looks good
|
|
|
|
FRAC_BITS = 6;
|
|
|
|
} else if (tmu.format.size == 4) {
|
|
|
|
// filter32() is internally limited to 8 bits, so:
|
|
|
|
// FRAC_BITS=4 looks good
|
|
|
|
// FRAC_BITS=5+ looks better, but generates 3 extra ipp
|
|
|
|
FRAC_BITS = 6;
|
|
|
|
} else {
|
|
|
|
// for all other cases we use 4 bits.
|
|
|
|
FRAC_BITS = 4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
wrapping(u, s.reg, width, tmu.swrap, FRAC_BITS);
|
|
|
|
wrapping(v, t.reg, height, tmu.twrap, FRAC_BITS);
|
|
|
|
|
|
|
|
if (tmu.linear) {
|
|
|
|
comment("compute linear filtering offsets");
|
|
|
|
// pixel size scale
|
|
|
|
const int shift = 31 - gglClz(tmu.format.size);
|
|
|
|
U = scratches.obtain();
|
|
|
|
V = scratches.obtain();
|
|
|
|
|
|
|
|
// sample the texel center
|
|
|
|
SUB(AL, 0, u, u, imm(1<<(FRAC_BITS-1)));
|
|
|
|
SUB(AL, 0, v, v, imm(1<<(FRAC_BITS-1)));
|
|
|
|
|
|
|
|
// get the fractionnal part of U,V
|
|
|
|
AND(AL, 0, U, u, imm((1<<FRAC_BITS)-1));
|
|
|
|
AND(AL, 0, V, v, imm((1<<FRAC_BITS)-1));
|
|
|
|
|
|
|
|
// compute width-1 and height-1
|
|
|
|
SUB(AL, 0, width, width, imm(1));
|
|
|
|
SUB(AL, 0, height, height, imm(1));
|
|
|
|
|
|
|
|
// get the integer part of U,V and clamp/wrap
|
|
|
|
// and compute offset to the next texel
|
|
|
|
if (tmu.swrap == GGL_NEEDS_WRAP_REPEAT) {
|
|
|
|
// u has already been REPEATed
|
|
|
|
MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
|
|
|
|
MOV(MI, 0, u, width);
|
|
|
|
CMP(AL, u, width);
|
|
|
|
MOV(LT, 0, width, imm(1 << shift));
|
|
|
|
if (shift)
|
|
|
|
MOV(GE, 0, width, reg_imm(width, LSL, shift));
|
|
|
|
RSB(GE, 0, width, width, imm(0));
|
|
|
|
} else {
|
|
|
|
// u has not been CLAMPed yet
|
|
|
|
// algorithm:
|
|
|
|
// if ((u>>4) >= width)
|
|
|
|
// u = width<<4
|
|
|
|
// width = 0
|
|
|
|
// else
|
|
|
|
// width = 1<<shift
|
|
|
|
// u = u>>4; // get integer part
|
|
|
|
// if (u<0)
|
|
|
|
// u = 0
|
|
|
|
// width = 0
|
|
|
|
// generated_vars.rt = width
|
|
|
|
|
|
|
|
CMP(AL, width, reg_imm(u, ASR, FRAC_BITS));
|
|
|
|
MOV(LE, 0, u, reg_imm(width, LSL, FRAC_BITS));
|
|
|
|
MOV(LE, 0, width, imm(0));
|
|
|
|
MOV(GT, 0, width, imm(1 << shift));
|
|
|
|
MOV(AL, 1, u, reg_imm(u, ASR, FRAC_BITS));
|
|
|
|
MOV(MI, 0, u, imm(0));
|
|
|
|
MOV(MI, 0, width, imm(0));
|
|
|
|
}
|
|
|
|
CONTEXT_STORE(width, generated_vars.rt);
|
|
|
|
|
|
|
|
const int stride = width;
|
|
|
|
CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
|
|
|
|
if (tmu.twrap == GGL_NEEDS_WRAP_REPEAT) {
|
|
|
|
// v has already been REPEATed
|
|
|
|
MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
|
|
|
|
MOV(MI, 0, v, height);
|
|
|
|
CMP(AL, v, height);
|
|
|
|
MOV(LT, 0, height, imm(1 << shift));
|
|
|
|
if (shift)
|
|
|
|
MOV(GE, 0, height, reg_imm(height, LSL, shift));
|
|
|
|
RSB(GE, 0, height, height, imm(0));
|
|
|
|
MUL(AL, 0, height, stride, height);
|
|
|
|
} else {
|
Adds UXTB16 support to Pixelflinger
* Add support for UXTB16 to the disassembler
* Add encoding of the UXTB16 instruction to the Pixelflinger JIT.
Introducing the UXTB16 instruction allows removal of some masking code, and is
beneficial from a pipeline point of view - lots of UXTB16 followed by MUL
sequences.
Also, further rescheduling and use of SMULWB brings extra performance
improvements.
* Use UXTB16 in bilinear filtered texturing
Uses UXTB16 to extract channels for SIMD operations, rather than creating and
ANDing with masks. Saves a register and is faster on A8, as UXTB16 result can
feed into first stage of multiply, unlike AND.
Also, used SMULWB rather than SMULBB, which allows removal of MOVs used to
rescale results.
Code has been scheduled for A8 pipeline, specifically aiming to allow
multiplies to issue in pipeline 0, for efficient dual issue operation.
Testing on SpriteMethodTest (http://code.google.com/p/apps-for-android/) gives
8% improvement (12.7 vs. 13.7 fps.)
SMULBB to SMULWB trick could be used in <v6 code path, but this hasn't been
implemented.
2009-12-07 21:59:59 +08:00
|
|
|
// v has not been CLAMPed yet
|
2008-10-21 22:00:00 +08:00
|
|
|
CMP(AL, height, reg_imm(v, ASR, FRAC_BITS));
|
|
|
|
MOV(LE, 0, v, reg_imm(height, LSL, FRAC_BITS));
|
|
|
|
MOV(LE, 0, height, imm(0));
|
|
|
|
if (shift) {
|
|
|
|
MOV(GT, 0, height, reg_imm(stride, LSL, shift));
|
|
|
|
} else {
|
|
|
|
MOV(GT, 0, height, stride);
|
|
|
|
}
|
|
|
|
MOV(AL, 1, v, reg_imm(v, ASR, FRAC_BITS));
|
|
|
|
MOV(MI, 0, v, imm(0));
|
|
|
|
MOV(MI, 0, height, imm(0));
|
|
|
|
}
|
|
|
|
CONTEXT_STORE(height, generated_vars.lb);
|
|
|
|
}
|
|
|
|
|
|
|
|
scratches.recycle(width);
|
|
|
|
scratches.recycle(height);
|
|
|
|
|
|
|
|
// iterate texture coordinates...
|
|
|
|
comment("iterate s,t");
|
|
|
|
int dsdx = scratches.obtain();
|
|
|
|
int dtdx = scratches.obtain();
|
|
|
|
CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
|
|
|
|
CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
|
|
|
|
ADD(AL, 0, s.reg, s.reg, dsdx);
|
|
|
|
ADD(AL, 0, t.reg, t.reg, dtdx);
|
|
|
|
if ((mOptLevel&1)==0) {
|
|
|
|
CONTEXT_STORE(s.reg, generated_vars.texture[i].spill[0]);
|
|
|
|
CONTEXT_STORE(t.reg, generated_vars.texture[i].spill[1]);
|
|
|
|
scratches.recycle(s.reg);
|
|
|
|
scratches.recycle(t.reg);
|
|
|
|
}
|
|
|
|
scratches.recycle(dsdx);
|
|
|
|
scratches.recycle(dtdx);
|
|
|
|
|
|
|
|
// merge base & offset...
|
|
|
|
comment("merge base & offset");
|
|
|
|
texel.setTo(regs.obtain(), &tmu.format);
|
|
|
|
txPtr.setTo(texel.reg, tmu.bits);
|
|
|
|
int stride = scratches.obtain();
|
|
|
|
CONTEXT_LOAD(stride, generated_vars.texture[i].stride);
|
|
|
|
CONTEXT_LOAD(txPtr.reg, generated_vars.texture[i].data);
|
|
|
|
SMLABB(AL, u, v, stride, u); // u+v*stride
|
|
|
|
base_offset(txPtr, txPtr, u);
|
|
|
|
|
|
|
|
// load texel
|
|
|
|
if (!tmu.linear) {
|
|
|
|
comment("fetch texel");
|
|
|
|
load(txPtr, texel, 0);
|
|
|
|
} else {
|
|
|
|
// recycle registers we don't need anymore
|
|
|
|
scratches.recycle(u);
|
|
|
|
scratches.recycle(v);
|
|
|
|
scratches.recycle(stride);
|
|
|
|
|
|
|
|
comment("fetch texel, bilinear");
|
|
|
|
switch (tmu.format.size) {
|
|
|
|
case 1: filter8(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
|
|
|
|
case 2: filter16(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
|
|
|
|
case 3: filter24(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
|
|
|
|
case 4: filter32(parts, texel, tmu, U, V, txPtr, FRAC_BITS); break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GGLAssembler::build_iterate_texture_coordinates(
|
|
|
|
const fragment_parts_t& parts)
|
|
|
|
{
|
|
|
|
const bool multiTexture = mTextureMachine.activeUnits > 1;
|
|
|
|
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT; i++) {
|
|
|
|
const texture_unit_t& tmu = mTextureMachine.tmu[i];
|
|
|
|
if (tmu.format_idx == 0)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if ((tmu.swrap == GGL_NEEDS_WRAP_11) &&
|
|
|
|
(tmu.twrap == GGL_NEEDS_WRAP_11))
|
|
|
|
{ // 1:1 textures
|
|
|
|
const pointer_t& txPtr = parts.coords[i].ptr;
|
|
|
|
ADD(AL, 0, txPtr.reg, txPtr.reg, imm(txPtr.size>>3));
|
|
|
|
} else {
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
int s = parts.coords[i].s.reg;
|
|
|
|
int t = parts.coords[i].t.reg;
|
|
|
|
if ((mOptLevel&1)==0) {
|
|
|
|
s = scratches.obtain();
|
|
|
|
t = scratches.obtain();
|
|
|
|
CONTEXT_LOAD(s, generated_vars.texture[i].spill[0]);
|
|
|
|
CONTEXT_LOAD(t, generated_vars.texture[i].spill[1]);
|
|
|
|
}
|
|
|
|
int dsdx = scratches.obtain();
|
|
|
|
int dtdx = scratches.obtain();
|
|
|
|
CONTEXT_LOAD(dsdx, generated_vars.texture[i].dsdx);
|
|
|
|
CONTEXT_LOAD(dtdx, generated_vars.texture[i].dtdx);
|
|
|
|
ADD(AL, 0, s, s, dsdx);
|
|
|
|
ADD(AL, 0, t, t, dtdx);
|
|
|
|
if ((mOptLevel&1)==0) {
|
|
|
|
CONTEXT_STORE(s, generated_vars.texture[i].spill[0]);
|
|
|
|
CONTEXT_STORE(t, generated_vars.texture[i].spill[1]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GGLAssembler::filter8(
|
|
|
|
const fragment_parts_t& parts,
|
|
|
|
pixel_t& texel, const texture_unit_t& tmu,
|
|
|
|
int U, int V, pointer_t& txPtr,
|
|
|
|
int FRAC_BITS)
|
|
|
|
{
|
|
|
|
if (tmu.format.components != GGL_ALPHA &&
|
|
|
|
tmu.format.components != GGL_LUMINANCE)
|
|
|
|
{
|
|
|
|
// this is a packed format, and we don't support
|
|
|
|
// linear filtering (it's probably RGB 332)
|
|
|
|
// Should not happen with OpenGL|ES
|
|
|
|
LDRB(AL, texel.reg, txPtr.reg);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------
|
|
|
|
// about ~22 cycles / pixel
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
|
|
|
|
int pixel= scratches.obtain();
|
|
|
|
int d = scratches.obtain();
|
|
|
|
int u = scratches.obtain();
|
|
|
|
int k = scratches.obtain();
|
|
|
|
int rt = scratches.obtain();
|
|
|
|
int lb = scratches.obtain();
|
|
|
|
|
|
|
|
// RB -> U * V
|
|
|
|
|
|
|
|
CONTEXT_LOAD(rt, generated_vars.rt);
|
|
|
|
CONTEXT_LOAD(lb, generated_vars.lb);
|
|
|
|
|
|
|
|
int offset = pixel;
|
|
|
|
ADD(AL, 0, offset, lb, rt);
|
|
|
|
LDRB(AL, pixel, txPtr.reg, reg_scale_pre(offset));
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
SMULBB(AL, d, pixel, u);
|
|
|
|
RSB(AL, 0, k, u, imm(1<<(FRAC_BITS*2)));
|
|
|
|
|
|
|
|
// LB -> (1-U) * V
|
|
|
|
RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
|
|
|
|
LDRB(AL, pixel, txPtr.reg, reg_scale_pre(lb));
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
SMLABB(AL, d, pixel, u, d);
|
|
|
|
SUB(AL, 0, k, k, u);
|
|
|
|
|
|
|
|
// LT -> (1-U)*(1-V)
|
|
|
|
RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
|
|
|
|
LDRB(AL, pixel, txPtr.reg);
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
SMLABB(AL, d, pixel, u, d);
|
|
|
|
|
|
|
|
// RT -> U*(1-V)
|
|
|
|
LDRB(AL, pixel, txPtr.reg, reg_scale_pre(rt));
|
|
|
|
SUB(AL, 0, u, k, u);
|
|
|
|
SMLABB(AL, texel.reg, pixel, u, d);
|
|
|
|
|
|
|
|
for (int i=0 ; i<4 ; i++) {
|
|
|
|
if (!texel.format.c[i].h) continue;
|
|
|
|
texel.format.c[i].h = FRAC_BITS*2+8;
|
|
|
|
texel.format.c[i].l = FRAC_BITS*2; // keeping 8 bits in enough
|
|
|
|
}
|
|
|
|
texel.format.size = 4;
|
|
|
|
texel.format.bitsPerPixel = 32;
|
|
|
|
texel.flags |= CLEAR_LO;
|
|
|
|
}
|
|
|
|
|
|
|
|
void GGLAssembler::filter16(
|
|
|
|
const fragment_parts_t& parts,
|
|
|
|
pixel_t& texel, const texture_unit_t& tmu,
|
|
|
|
int U, int V, pointer_t& txPtr,
|
|
|
|
int FRAC_BITS)
|
|
|
|
{
|
|
|
|
// compute the mask
|
|
|
|
// XXX: it would be nice if the mask below could be computed
|
|
|
|
// automatically.
|
|
|
|
uint32_t mask = 0;
|
|
|
|
int shift = 0;
|
|
|
|
int prec = 0;
|
|
|
|
switch (tmu.format_idx) {
|
|
|
|
case GGL_PIXEL_FORMAT_RGB_565:
|
|
|
|
// source: 00000ggg.ggg00000 | rrrrr000.000bbbbb
|
|
|
|
// result: gggggggg.gggrrrrr | rrrrr0bb.bbbbbbbb
|
|
|
|
mask = 0x07E0F81F;
|
|
|
|
shift = 16;
|
|
|
|
prec = 5;
|
|
|
|
break;
|
|
|
|
case GGL_PIXEL_FORMAT_RGBA_4444:
|
|
|
|
// 0000,1111,0000,1111 | 0000,1111,0000,1111
|
|
|
|
mask = 0x0F0F0F0F;
|
|
|
|
shift = 12;
|
|
|
|
prec = 4;
|
|
|
|
break;
|
|
|
|
case GGL_PIXEL_FORMAT_LA_88:
|
|
|
|
// 0000,0000,1111,1111 | 0000,0000,1111,1111
|
|
|
|
// AALL -> 00AA | 00LL
|
|
|
|
mask = 0x00FF00FF;
|
|
|
|
shift = 8;
|
|
|
|
prec = 8;
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
// unsupported format, do something sensical...
|
|
|
|
LOGE("Unsupported 16-bits texture format (%d)", tmu.format_idx);
|
|
|
|
LDRH(AL, texel.reg, txPtr.reg);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const int adjust = FRAC_BITS*2 - prec;
|
|
|
|
const int round = 0;
|
|
|
|
|
|
|
|
// update the texel format
|
|
|
|
texel.format.size = 4;
|
|
|
|
texel.format.bitsPerPixel = 32;
|
|
|
|
texel.flags |= CLEAR_HI|CLEAR_LO;
|
|
|
|
for (int i=0 ; i<4 ; i++) {
|
|
|
|
if (!texel.format.c[i].h) continue;
|
|
|
|
const uint32_t offset = (mask & tmu.format.mask(i)) ? 0 : shift;
|
|
|
|
texel.format.c[i].h = tmu.format.c[i].h + offset + prec;
|
|
|
|
texel.format.c[i].l = texel.format.c[i].h - (tmu.format.bits(i) + prec);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------
|
|
|
|
// about ~40 cycles / pixel
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
|
|
|
|
int pixel= scratches.obtain();
|
|
|
|
int d = scratches.obtain();
|
|
|
|
int u = scratches.obtain();
|
|
|
|
int k = scratches.obtain();
|
|
|
|
|
|
|
|
// RB -> U * V
|
|
|
|
int offset = pixel;
|
|
|
|
CONTEXT_LOAD(offset, generated_vars.rt);
|
|
|
|
CONTEXT_LOAD(u, generated_vars.lb);
|
|
|
|
ADD(AL, 0, offset, offset, u);
|
|
|
|
|
|
|
|
LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
|
|
|
|
build_and_immediate(pixel, pixel, mask, 32);
|
|
|
|
if (adjust) {
|
|
|
|
if (round)
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MUL(AL, 0, d, pixel, u);
|
|
|
|
RSB(AL, 0, k, u, imm(1<<prec));
|
|
|
|
|
|
|
|
// LB -> (1-U) * V
|
|
|
|
CONTEXT_LOAD(offset, generated_vars.lb);
|
|
|
|
RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
|
|
|
|
LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
|
|
|
|
build_and_immediate(pixel, pixel, mask, 32);
|
|
|
|
if (adjust) {
|
|
|
|
if (round)
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MLA(AL, 0, d, pixel, u, d);
|
|
|
|
SUB(AL, 0, k, k, u);
|
|
|
|
|
|
|
|
// LT -> (1-U)*(1-V)
|
|
|
|
RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
|
|
|
|
LDRH(AL, pixel, txPtr.reg);
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
|
|
|
|
build_and_immediate(pixel, pixel, mask, 32);
|
|
|
|
if (adjust) {
|
|
|
|
if (round)
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MLA(AL, 0, d, pixel, u, d);
|
|
|
|
|
|
|
|
// RT -> U*(1-V)
|
|
|
|
CONTEXT_LOAD(offset, generated_vars.rt);
|
|
|
|
LDRH(AL, pixel, txPtr.reg, reg_pre(offset));
|
|
|
|
SUB(AL, 0, u, k, u);
|
|
|
|
ORR(AL, 0, pixel, pixel, reg_imm(pixel, LSL, shift));
|
|
|
|
build_and_immediate(pixel, pixel, mask, 32);
|
|
|
|
MLA(AL, 0, texel.reg, pixel, u, d);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GGLAssembler::filter24(
|
|
|
|
const fragment_parts_t& parts,
|
|
|
|
pixel_t& texel, const texture_unit_t& tmu,
|
|
|
|
int U, int V, pointer_t& txPtr,
|
|
|
|
int FRAC_BITS)
|
|
|
|
{
|
|
|
|
// not supported yet (currently disabled)
|
|
|
|
load(txPtr, texel, 0);
|
|
|
|
}
|
|
|
|
|
Adds UXTB16 support to Pixelflinger
* Add support for UXTB16 to the disassembler
* Add encoding of the UXTB16 instruction to the Pixelflinger JIT.
Introducing the UXTB16 instruction allows removal of some masking code, and is
beneficial from a pipeline point of view - lots of UXTB16 followed by MUL
sequences.
Also, further rescheduling and use of SMULWB brings extra performance
improvements.
* Use UXTB16 in bilinear filtered texturing
Uses UXTB16 to extract channels for SIMD operations, rather than creating and
ANDing with masks. Saves a register and is faster on A8, as UXTB16 result can
feed into first stage of multiply, unlike AND.
Also, used SMULWB rather than SMULBB, which allows removal of MOVs used to
rescale results.
Code has been scheduled for A8 pipeline, specifically aiming to allow
multiplies to issue in pipeline 0, for efficient dual issue operation.
Testing on SpriteMethodTest (http://code.google.com/p/apps-for-android/) gives
8% improvement (12.7 vs. 13.7 fps.)
SMULBB to SMULWB trick could be used in <v6 code path, but this hasn't been
implemented.
2009-12-07 21:59:59 +08:00
|
|
|
#if __ARM_ARCH__ >= 6
|
|
|
|
// ARMv6 version, using UXTB16, and scheduled for Cortex-A8 pipeline
|
|
|
|
void GGLAssembler::filter32(
|
|
|
|
const fragment_parts_t& parts,
|
|
|
|
pixel_t& texel, const texture_unit_t& tmu,
|
|
|
|
int U, int V, pointer_t& txPtr,
|
|
|
|
int FRAC_BITS)
|
|
|
|
{
|
|
|
|
const int adjust = FRAC_BITS*2 - 8;
|
|
|
|
const int round = 0;
|
|
|
|
const int prescale = 16 - adjust;
|
|
|
|
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
|
|
|
|
int pixel= scratches.obtain();
|
|
|
|
int dh = scratches.obtain();
|
|
|
|
int u = scratches.obtain();
|
|
|
|
int k = scratches.obtain();
|
|
|
|
|
|
|
|
int temp = scratches.obtain();
|
|
|
|
int dl = scratches.obtain();
|
|
|
|
|
|
|
|
int offsetrt = scratches.obtain();
|
|
|
|
int offsetlb = scratches.obtain();
|
|
|
|
|
|
|
|
int pixellb = offsetlb;
|
|
|
|
|
|
|
|
// RB -> U * V
|
|
|
|
CONTEXT_LOAD(offsetrt, generated_vars.rt);
|
|
|
|
CONTEXT_LOAD(offsetlb, generated_vars.lb);
|
|
|
|
if(!round) {
|
|
|
|
MOV(AL, 0, U, reg_imm(U, LSL, prescale));
|
|
|
|
}
|
|
|
|
ADD(AL, 0, u, offsetrt, offsetlb);
|
|
|
|
|
|
|
|
LDR(AL, pixel, txPtr.reg, reg_scale_pre(u));
|
|
|
|
if (round) {
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
|
|
|
|
} else {
|
|
|
|
SMULWB(AL, u, U, V);
|
|
|
|
RSB(AL, 0, U, U, imm(1<<(FRAC_BITS+prescale)));
|
|
|
|
}
|
|
|
|
UXTB16(AL, temp, pixel, 0);
|
|
|
|
if (round) {
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
LDR(AL, pixellb, txPtr.reg, reg_scale_pre(offsetlb));
|
|
|
|
MUL(AL, 0, dh, temp, u);
|
|
|
|
UXTB16(AL, temp, pixel, 8);
|
|
|
|
MUL(AL, 0, dl, temp, u);
|
|
|
|
RSB(AL, 0, k, u, imm(0x100));
|
|
|
|
|
|
|
|
// LB -> (1-U) * V
|
|
|
|
if (round) {
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
} else {
|
|
|
|
SMULWB(AL, u, U, V);
|
|
|
|
}
|
|
|
|
UXTB16(AL, temp, pixellb, 0);
|
|
|
|
if (round) {
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MLA(AL, 0, dh, temp, u, dh);
|
|
|
|
UXTB16(AL, temp, pixellb, 8);
|
|
|
|
MLA(AL, 0, dl, temp, u, dl);
|
|
|
|
SUB(AL, 0, k, k, u);
|
|
|
|
|
|
|
|
// LT -> (1-U)*(1-V)
|
|
|
|
RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
|
|
|
|
LDR(AL, pixel, txPtr.reg);
|
|
|
|
if (round) {
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
} else {
|
|
|
|
SMULWB(AL, u, U, V);
|
|
|
|
}
|
|
|
|
UXTB16(AL, temp, pixel, 0);
|
|
|
|
if (round) {
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MLA(AL, 0, dh, temp, u, dh);
|
|
|
|
UXTB16(AL, temp, pixel, 8);
|
|
|
|
MLA(AL, 0, dl, temp, u, dl);
|
|
|
|
|
|
|
|
// RT -> U*(1-V)
|
|
|
|
LDR(AL, pixel, txPtr.reg, reg_scale_pre(offsetrt));
|
|
|
|
SUB(AL, 0, u, k, u);
|
|
|
|
UXTB16(AL, temp, pixel, 0);
|
|
|
|
MLA(AL, 0, dh, temp, u, dh);
|
|
|
|
UXTB16(AL, temp, pixel, 8);
|
|
|
|
MLA(AL, 0, dl, temp, u, dl);
|
|
|
|
|
|
|
|
UXTB16(AL, dh, dh, 8);
|
|
|
|
UXTB16(AL, dl, dl, 8);
|
|
|
|
ORR(AL, 0, texel.reg, dh, reg_imm(dl, LSL, 8));
|
|
|
|
}
|
|
|
|
#else
|
2008-10-21 22:00:00 +08:00
|
|
|
void GGLAssembler::filter32(
|
|
|
|
const fragment_parts_t& parts,
|
|
|
|
pixel_t& texel, const texture_unit_t& tmu,
|
|
|
|
int U, int V, pointer_t& txPtr,
|
|
|
|
int FRAC_BITS)
|
|
|
|
{
|
|
|
|
const int adjust = FRAC_BITS*2 - 8;
|
|
|
|
const int round = 0;
|
|
|
|
|
|
|
|
// ------------------------
|
|
|
|
// about ~38 cycles / pixel
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
|
|
|
|
int pixel= scratches.obtain();
|
|
|
|
int dh = scratches.obtain();
|
|
|
|
int u = scratches.obtain();
|
|
|
|
int k = scratches.obtain();
|
|
|
|
|
|
|
|
int temp = scratches.obtain();
|
|
|
|
int dl = scratches.obtain();
|
|
|
|
int mask = scratches.obtain();
|
|
|
|
|
|
|
|
MOV(AL, 0, mask, imm(0xFF));
|
|
|
|
ORR(AL, 0, mask, mask, imm(0xFF0000));
|
|
|
|
|
|
|
|
// RB -> U * V
|
|
|
|
int offset = pixel;
|
|
|
|
CONTEXT_LOAD(offset, generated_vars.rt);
|
|
|
|
CONTEXT_LOAD(u, generated_vars.lb);
|
|
|
|
ADD(AL, 0, offset, offset, u);
|
|
|
|
|
|
|
|
LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
AND(AL, 0, temp, mask, pixel);
|
|
|
|
if (adjust) {
|
|
|
|
if (round)
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MUL(AL, 0, dh, temp, u);
|
|
|
|
AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
|
|
|
|
MUL(AL, 0, dl, temp, u);
|
|
|
|
RSB(AL, 0, k, u, imm(0x100));
|
|
|
|
|
|
|
|
// LB -> (1-U) * V
|
|
|
|
CONTEXT_LOAD(offset, generated_vars.lb);
|
|
|
|
RSB(AL, 0, U, U, imm(1<<FRAC_BITS));
|
|
|
|
LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
AND(AL, 0, temp, mask, pixel);
|
|
|
|
if (adjust) {
|
|
|
|
if (round)
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MLA(AL, 0, dh, temp, u, dh);
|
|
|
|
AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
|
|
|
|
MLA(AL, 0, dl, temp, u, dl);
|
|
|
|
SUB(AL, 0, k, k, u);
|
|
|
|
|
|
|
|
// LT -> (1-U)*(1-V)
|
|
|
|
RSB(AL, 0, V, V, imm(1<<FRAC_BITS));
|
|
|
|
LDR(AL, pixel, txPtr.reg);
|
|
|
|
SMULBB(AL, u, U, V);
|
|
|
|
AND(AL, 0, temp, mask, pixel);
|
|
|
|
if (adjust) {
|
|
|
|
if (round)
|
|
|
|
ADD(AL, 0, u, u, imm(1<<(adjust-1)));
|
|
|
|
MOV(AL, 0, u, reg_imm(u, LSR, adjust));
|
|
|
|
}
|
|
|
|
MLA(AL, 0, dh, temp, u, dh);
|
|
|
|
AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
|
|
|
|
MLA(AL, 0, dl, temp, u, dl);
|
|
|
|
|
|
|
|
// RT -> U*(1-V)
|
|
|
|
CONTEXT_LOAD(offset, generated_vars.rt);
|
|
|
|
LDR(AL, pixel, txPtr.reg, reg_scale_pre(offset));
|
|
|
|
SUB(AL, 0, u, k, u);
|
|
|
|
AND(AL, 0, temp, mask, pixel);
|
|
|
|
MLA(AL, 0, dh, temp, u, dh);
|
|
|
|
AND(AL, 0, temp, mask, reg_imm(pixel, LSR, 8));
|
|
|
|
MLA(AL, 0, dl, temp, u, dl);
|
|
|
|
|
|
|
|
AND(AL, 0, dh, mask, reg_imm(dh, LSR, 8));
|
|
|
|
AND(AL, 0, dl, dl, reg_imm(mask, LSL, 8));
|
|
|
|
ORR(AL, 0, texel.reg, dh, dl);
|
|
|
|
}
|
Adds UXTB16 support to Pixelflinger
* Add support for UXTB16 to the disassembler
* Add encoding of the UXTB16 instruction to the Pixelflinger JIT.
Introducing the UXTB16 instruction allows removal of some masking code, and is
beneficial from a pipeline point of view - lots of UXTB16 followed by MUL
sequences.
Also, further rescheduling and use of SMULWB brings extra performance
improvements.
* Use UXTB16 in bilinear filtered texturing
Uses UXTB16 to extract channels for SIMD operations, rather than creating and
ANDing with masks. Saves a register and is faster on A8, as UXTB16 result can
feed into first stage of multiply, unlike AND.
Also, used SMULWB rather than SMULBB, which allows removal of MOVs used to
rescale results.
Code has been scheduled for A8 pipeline, specifically aiming to allow
multiplies to issue in pipeline 0, for efficient dual issue operation.
Testing on SpriteMethodTest (http://code.google.com/p/apps-for-android/) gives
8% improvement (12.7 vs. 13.7 fps.)
SMULBB to SMULWB trick could be used in <v6 code path, but this hasn't been
implemented.
2009-12-07 21:59:59 +08:00
|
|
|
#endif
|
2008-10-21 22:00:00 +08:00
|
|
|
|
|
|
|
void GGLAssembler::build_texture_environment(
|
|
|
|
component_t& fragment,
|
|
|
|
const fragment_parts_t& parts,
|
|
|
|
int component,
|
|
|
|
Scratch& regs)
|
|
|
|
{
|
|
|
|
const uint32_t component_mask = 1<<component;
|
|
|
|
const bool multiTexture = mTextureMachine.activeUnits > 1;
|
|
|
|
for (int i=0 ; i<GGL_TEXTURE_UNIT_COUNT ; i++) {
|
|
|
|
texture_unit_t& tmu = mTextureMachine.tmu[i];
|
|
|
|
|
|
|
|
if (tmu.mask & component_mask) {
|
|
|
|
// replace or modulate with this texture
|
|
|
|
if ((tmu.replaced & component_mask) == 0) {
|
|
|
|
// not replaced by a later tmu...
|
|
|
|
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
pixel_t texel(parts.texel[i]);
|
|
|
|
if (multiTexture &&
|
|
|
|
tmu.swrap == GGL_NEEDS_WRAP_11 &&
|
|
|
|
tmu.twrap == GGL_NEEDS_WRAP_11)
|
|
|
|
{
|
|
|
|
texel.reg = scratches.obtain();
|
|
|
|
texel.flags |= CORRUPTIBLE;
|
|
|
|
comment("fetch texel (multitexture 1:1)");
|
|
|
|
load(parts.coords[i].ptr, texel, WRITE_BACK);
|
|
|
|
}
|
|
|
|
|
|
|
|
component_t incoming(fragment);
|
|
|
|
modify(fragment, regs);
|
|
|
|
|
|
|
|
switch (tmu.env) {
|
|
|
|
case GGL_REPLACE:
|
|
|
|
extract(fragment, texel, component);
|
|
|
|
break;
|
|
|
|
case GGL_MODULATE:
|
|
|
|
modulate(fragment, incoming, texel, component);
|
|
|
|
break;
|
|
|
|
case GGL_DECAL:
|
|
|
|
decal(fragment, incoming, texel, component);
|
|
|
|
break;
|
|
|
|
case GGL_BLEND:
|
|
|
|
blend(fragment, incoming, texel, component, i);
|
|
|
|
break;
|
2008-12-18 10:08:08 +08:00
|
|
|
case GGL_ADD:
|
|
|
|
add(fragment, incoming, texel, component);
|
|
|
|
break;
|
2008-10-21 22:00:00 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void GGLAssembler::wrapping(
|
|
|
|
int d,
|
|
|
|
int coord, int size,
|
|
|
|
int tx_wrap, int tx_linear)
|
|
|
|
{
|
|
|
|
// notes:
|
|
|
|
// if tx_linear is set, we need 4 extra bits of precision on the result
|
|
|
|
// SMULL/UMULL is 3 cycles
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
int c = coord;
|
|
|
|
if (tx_wrap == GGL_NEEDS_WRAP_REPEAT) {
|
|
|
|
// UMULL takes 4 cycles (interlocked), and we can get away with
|
|
|
|
// 2 cycles using SMULWB, but we're loosing 16 bits of precision
|
|
|
|
// out of 32 (this is not a problem because the iterator keeps
|
|
|
|
// its full precision)
|
|
|
|
// UMULL(AL, 0, size, d, c, size);
|
|
|
|
// note: we can't use SMULTB because it's signed.
|
|
|
|
MOV(AL, 0, d, reg_imm(c, LSR, 16-tx_linear));
|
|
|
|
SMULWB(AL, d, d, size);
|
|
|
|
} else if (tx_wrap == GGL_NEEDS_WRAP_CLAMP_TO_EDGE) {
|
|
|
|
if (tx_linear) {
|
|
|
|
// 1 cycle
|
|
|
|
MOV(AL, 0, d, reg_imm(coord, ASR, 16-tx_linear));
|
|
|
|
} else {
|
|
|
|
// 4 cycles (common case)
|
|
|
|
MOV(AL, 0, d, reg_imm(coord, ASR, 16));
|
|
|
|
BIC(AL, 0, d, d, reg_imm(d, ASR, 31));
|
|
|
|
CMP(AL, d, size);
|
|
|
|
SUB(GE, 0, d, size, imm(1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void GGLAssembler::modulate(
|
|
|
|
component_t& dest,
|
|
|
|
const component_t& incoming,
|
|
|
|
const pixel_t& incomingTexel, int component)
|
|
|
|
{
|
|
|
|
Scratch locals(registerFile());
|
|
|
|
integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
|
|
|
|
extract(texel, incomingTexel, component);
|
|
|
|
|
|
|
|
const int Nt = texel.size();
|
|
|
|
// Nt should always be less than 10 bits because it comes
|
|
|
|
// from the TMU.
|
|
|
|
|
|
|
|
int Ni = incoming.size();
|
|
|
|
// Ni could be big because it comes from previous MODULATEs
|
|
|
|
|
|
|
|
if (Nt == 1) {
|
|
|
|
// texel acts as a bit-mask
|
|
|
|
// dest = incoming & ((texel << incoming.h)-texel)
|
|
|
|
RSB(AL, 0, dest.reg, texel.reg, reg_imm(texel.reg, LSL, incoming.h));
|
|
|
|
AND(AL, 0, dest.reg, dest.reg, incoming.reg);
|
|
|
|
dest.l = incoming.l;
|
|
|
|
dest.h = incoming.h;
|
|
|
|
dest.flags |= (incoming.flags & CLEAR_LO);
|
|
|
|
} else if (Ni == 1) {
|
|
|
|
MOV(AL, 0, dest.reg, reg_imm(incoming.reg, LSL, 31-incoming.h));
|
|
|
|
AND(AL, 0, dest.reg, texel.reg, reg_imm(dest.reg, ASR, 31));
|
|
|
|
dest.l = 0;
|
|
|
|
dest.h = Nt;
|
|
|
|
} else {
|
|
|
|
int inReg = incoming.reg;
|
|
|
|
int shift = incoming.l;
|
|
|
|
if ((Nt + Ni) > 32) {
|
|
|
|
// we will overflow, reduce the precision of Ni to 8 bits
|
|
|
|
// (Note Nt cannot be more than 10 bits which happens with
|
|
|
|
// 565 textures and GGL_LINEAR)
|
|
|
|
shift += Ni-8;
|
|
|
|
Ni = 8;
|
|
|
|
}
|
|
|
|
|
|
|
|
// modulate by the component with the lowest precision
|
|
|
|
if (Nt >= Ni) {
|
|
|
|
if (shift) {
|
|
|
|
// XXX: we should be able to avoid this shift
|
|
|
|
// when shift==16 && Nt<16 && Ni<16, in which
|
|
|
|
// we could use SMULBT below.
|
|
|
|
MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
|
|
|
|
inReg = dest.reg;
|
|
|
|
shift = 0;
|
|
|
|
}
|
|
|
|
// operation: (Cf*Ct)/((1<<Ni)-1)
|
|
|
|
// approximated with: Cf*(Ct + Ct>>(Ni-1))>>Ni
|
|
|
|
// this operation doesn't change texel's size
|
|
|
|
ADD(AL, 0, dest.reg, inReg, reg_imm(inReg, LSR, Ni-1));
|
|
|
|
if (Nt<16 && Ni<16) SMULBB(AL, dest.reg, texel.reg, dest.reg);
|
|
|
|
else MUL(AL, 0, dest.reg, texel.reg, dest.reg);
|
|
|
|
dest.l = Ni;
|
|
|
|
dest.h = Nt + Ni;
|
|
|
|
} else {
|
|
|
|
if (shift && (shift != 16)) {
|
|
|
|
// if shift==16, we can use 16-bits mul instructions later
|
|
|
|
MOV(AL, 0, dest.reg, reg_imm(inReg, LSR, shift));
|
|
|
|
inReg = dest.reg;
|
|
|
|
shift = 0;
|
|
|
|
}
|
|
|
|
// operation: (Cf*Ct)/((1<<Nt)-1)
|
|
|
|
// approximated with: Ct*(Cf + Cf>>(Nt-1))>>Nt
|
|
|
|
// this operation doesn't change incoming's size
|
|
|
|
Scratch scratches(registerFile());
|
|
|
|
int t = (texel.flags & CORRUPTIBLE) ? texel.reg : dest.reg;
|
|
|
|
if (t == inReg)
|
|
|
|
t = scratches.obtain();
|
|
|
|
ADD(AL, 0, t, texel.reg, reg_imm(texel.reg, LSR, Nt-1));
|
|
|
|
if (Nt<16 && Ni<16) {
|
|
|
|
if (shift==16) SMULBT(AL, dest.reg, t, inReg);
|
|
|
|
else SMULBB(AL, dest.reg, t, inReg);
|
|
|
|
} else MUL(AL, 0, dest.reg, t, inReg);
|
|
|
|
dest.l = Nt;
|
|
|
|
dest.h = Nt + Ni;
|
|
|
|
}
|
|
|
|
|
|
|
|
// low bits are not valid
|
|
|
|
dest.flags |= CLEAR_LO;
|
|
|
|
|
|
|
|
// no need to keep more than 8 bits/component
|
|
|
|
if (dest.size() > 8)
|
|
|
|
dest.l = dest.h-8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GGLAssembler::decal(
|
|
|
|
component_t& dest,
|
|
|
|
const component_t& incoming,
|
|
|
|
const pixel_t& incomingTexel, int component)
|
|
|
|
{
|
|
|
|
// RGBA:
|
|
|
|
// Cv = Cf*(1 - At) + Ct*At = Cf + (Ct - Cf)*At
|
|
|
|
// Av = Af
|
|
|
|
Scratch locals(registerFile());
|
|
|
|
integer_t texel(locals.obtain(), 32, CORRUPTIBLE);
|
|
|
|
integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
|
|
|
|
extract(texel, incomingTexel, component);
|
|
|
|
extract(factor, incomingTexel, GGLFormat::ALPHA);
|
|
|
|
|
|
|
|
// no need to keep more than 8-bits for decal
|
|
|
|
int Ni = incoming.size();
|
|
|
|
int shift = incoming.l;
|
|
|
|
if (Ni > 8) {
|
|
|
|
shift += Ni-8;
|
|
|
|
Ni = 8;
|
|
|
|
}
|
|
|
|
integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
|
|
|
|
if (shift) {
|
|
|
|
MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
|
|
|
|
incomingNorm.reg = dest.reg;
|
|
|
|
incomingNorm.flags |= CORRUPTIBLE;
|
|
|
|
}
|
|
|
|
ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
|
|
|
|
build_blendOneMinusFF(dest, factor, incomingNorm, texel);
|
|
|
|
}
|
|
|
|
|
|
|
|
void GGLAssembler::blend(
|
|
|
|
component_t& dest,
|
|
|
|
const component_t& incoming,
|
|
|
|
const pixel_t& incomingTexel, int component, int tmu)
|
|
|
|
{
|
|
|
|
// RGBA:
|
|
|
|
// Cv = (1 - Ct)*Cf + Ct*Cc = Cf + (Cc - Cf)*Ct
|
|
|
|
// Av = At*Af
|
|
|
|
|
|
|
|
if (component == GGLFormat::ALPHA) {
|
|
|
|
modulate(dest, incoming, incomingTexel, component);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Scratch locals(registerFile());
|
|
|
|
integer_t color(locals.obtain(), 8, CORRUPTIBLE);
|
|
|
|
integer_t factor(locals.obtain(), 32, CORRUPTIBLE);
|
|
|
|
LDRB(AL, color.reg, mBuilderContext.Rctx,
|
|
|
|
immed12_pre(GGL_OFFSETOF(state.texture[tmu].env_color[component])));
|
|
|
|
extract(factor, incomingTexel, component);
|
|
|
|
|
|
|
|
// no need to keep more than 8-bits for blend
|
|
|
|
int Ni = incoming.size();
|
|
|
|
int shift = incoming.l;
|
|
|
|
if (Ni > 8) {
|
|
|
|
shift += Ni-8;
|
|
|
|
Ni = 8;
|
|
|
|
}
|
|
|
|
integer_t incomingNorm(incoming.reg, Ni, incoming.flags);
|
|
|
|
if (shift) {
|
|
|
|
MOV(AL, 0, dest.reg, reg_imm(incomingNorm.reg, LSR, shift));
|
|
|
|
incomingNorm.reg = dest.reg;
|
|
|
|
incomingNorm.flags |= CORRUPTIBLE;
|
|
|
|
}
|
|
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ADD(AL, 0, factor.reg, factor.reg, reg_imm(factor.reg, LSR, factor.s-1));
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build_blendOneMinusFF(dest, factor, incomingNorm, color);
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}
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2008-12-18 10:08:08 +08:00
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void GGLAssembler::add(
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component_t& dest,
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const component_t& incoming,
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const pixel_t& incomingTexel, int component)
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{
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// RGBA:
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// Cv = Cf + Ct;
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Scratch locals(registerFile());
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component_t incomingTemp(incoming);
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// use "dest" as a temporary for extracting the texel, unless "dest"
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// overlaps "incoming".
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integer_t texel(dest.reg, 32, CORRUPTIBLE);
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if (dest.reg == incomingTemp.reg)
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texel.reg = locals.obtain();
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extract(texel, incomingTexel, component);
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if (texel.s < incomingTemp.size()) {
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expand(texel, texel, incomingTemp.size());
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} else if (texel.s > incomingTemp.size()) {
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if (incomingTemp.flags & CORRUPTIBLE) {
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expand(incomingTemp, incomingTemp, texel.s);
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} else {
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incomingTemp.reg = locals.obtain();
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expand(incomingTemp, incoming, texel.s);
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}
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}
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if (incomingTemp.l) {
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ADD(AL, 0, dest.reg, texel.reg,
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|
reg_imm(incomingTemp.reg, LSR, incomingTemp.l));
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} else {
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ADD(AL, 0, dest.reg, texel.reg, incomingTemp.reg);
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}
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dest.l = 0;
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|
dest.h = texel.size();
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|
|
component_sat(dest);
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|
}
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2008-10-21 22:00:00 +08:00
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// ----------------------------------------------------------------------------
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|
}; // namespace android
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